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RULES
Background
2


CONTENTS
== Objective ==
Game Design and Initial Development: Jochen Eisenhuth
Be the first player to gain 5 Victory Points. Victory Points are gained by accomplishing challenges or by defeating your enemy Champions.
and Artyom Nichipurov
Lead Game Development: Josh Chambers and Stuart Siddons
Game Development: Jake Thornton, Ed Harrison,
Babis Giannios, Nick Fury and Dale Rowe
Character Design: Johannes Helgeson
Art Direction: Stéphane Gantiez
Concept Art: Stéphane Gantiez and Christophe Madura
Cover Art: Bayard Wu
Card Art: Johannes Helgeson, Christophe McLean,
Ivan Fomin, and Didier Nguyen
Board Art: Emmanuel Bouley
Graphic Design: Arnaud Marchand, Sandra Tessières,
Panagiota Tsibalidi, Stuart Siddons, and Anna Faye
Miniature Sculpting: Irek Zielinski and Olivier Thill
Fiction: Stuart Siddons, Anna Faye and Babis Giannios
Translation: Anne Vétillard
Proofreading: Helena Tzioti, Bree Goldman, Chet Zeshonski,
Marco Cervone, Chris Chubb, Corina Cretu, Eric Hoath,
James Waumsley, Sam Healey, and the fans
Support: Ben Clapperton, Helena Tzioti, Olli Schneider,
and Artyom Nichipurov
Project Direction: Erwann Le Torrivellec
Communication: Az Drummond, Helena Tzioti and the Mythic Team
Publishing: Léonidas Vesperini and Benoît Vogt
Playtesters: Jordy Barber, Tom “Sternly” Barnaby-Pass, Mark “Sly”
Delaney, Az Drummond, Ioannis Gatsos, David Hansell, Eric Hoath,
Simonne Hoath, Callum “Wex” Johnson, John McDonald, Eamon
“Attack” McFadden, Ross Sampson, Steve Slack, Andrew Summerhill,
James Taylor, Helena Tzioti, Philippe Villé, Bethany Ann Young, Andy
Cahard, Anthony Kerignard, Sébastien Evrard, Vincent Savidan, Romain
Delavie, Mike Monnier
...and a big thank you to all the Mythic Games Ambassadors, the gamers
at the conventions and shows who gave us valuable data, and the
unnamed playtesters who sent us game reports and responded so well
to the game. Most importantly, a special thanks to the superfans and
“brawlers” who made this whole thing a reality with their feedback,
support, and unmatched love for the game
INTRODUCTION ....................................................... 3
COMPONENTS ........................................................ 4
GAME SETUP ............................................................ 6
WINNING THE GAME ............................................ 7
HOW TO DRAFT .................................................... 7
Casual Draft ......................................................... 7
Competitive Draft ................................................ 7
BASIC CONCEPTS .................................................... 7
GAME ROUND ......................................................... 8
PLAYER TURN ........................................................ 8
1) Scoreboard Phase .......................................... 8
2) Activation Phase ........................................... 8
Movement ...................................................... 8
Attacks ............................................................ 9
Skills .............................................................. 10
Standard Actions ........................................ 11
Reactions ...................................................... 11
3) Upkeep Phase ............................................. 12
ADVANCE
CHALLENGE TRACK ........................................... 12
OUT OF ACTION .................................................... 12
LEVELLING UP ....................................................... 12
TRAPS ........................................................................ 12
Trap Effects ........................................................ 13
HEXES AND HEX ROWS ......................................... 13
4P VARIANT - SUPER TEAM TORNADO .......... 14
RULES OVERVIEW ................................................ 14
1) Team Gameplay ............................................ 14
2) Hand Size ........................................................ 14
3) Winning the Game ....................................... 14
4) Challenge Track ........................................... 14
GAME SET UP ........................................................ 14
HOW TO DRAFT ................................................ 14
Casual Draft ....................................................... 14
Competitive Draft ............................................. 15
GAME ROUND ...................................................... 15
KEYWORDS .............................................................. 15
INDEX ....................................................................... 16
CREDITS
3
INTRODUCTION
It’s hard to imagine now, but a few generations ago
Fabulosa was a world of war.
Then came magic, and everything changed. Sure, it
created more problems at first, but eventually the
wizards of Fabulosa saw the bigger picture. Dispute
over land? Simply create more! Hungry? Magic
yourself an apple. Or a banana. Or a three-course
meal. Magic could do anything! Within a generation
magic had ended every conflict, and within a further
generation Fabulosa had become a utopian paradise
where everyone had everything they ever wanted.
And by the gods, it was boring.
As wizards gathered at the Hall of Honours for the
19th Annual Convocation of Wizards, the question
on everyone’s mind was how to stem the crushing
boredom of everyday life. It was Ragryl the Wise,
Master of the Third Quarter, who thought he had the
answer.
“Why not travel to the past?” he asked, “We’ll check out
the Pan’daa nation in action, the greatest warriors of
all time!”
“Don’t be ridiculous!” replied Garnet of the Fourth
Circle. “Those wimps from Pan’daa were a joke. Now,
the Glass Trolls of Spitemire, THEY were the best of
the best!”
The argument between the two wizards spread like
wildfire across the Hall, engulfing every conversation. Everyone had an opinion on who was the best
warrior of the past.
Esmae the Starseer broke the discord with an idea
that would become legend. “Well, let’s get them both
then. We’ll pit them against each other, and then we’ll
KNOW who was the greatest!”
The ensuing battle was glorious, though it left a
hole in the past that took the Council of Corrections
months to clean up. Even so, everyone agreed that the
initial brawl was exhilarating. Rules were needed, of
course, but this would be something new, and special.
Most of all, it wouldn’t be boring.
Brawls became the premium form of entertainment
overnight. Wizards scrambled to assemble teams of
champions from across history, pitting them against
other teams for fame, honour, and glory. The Council
of Corrections, now the ruling body behind the Brawls,
handled disputes between wizards over when they
could take a warrior from their timeline, ensuring that
champions at their peak were reserved for the very
best teams. The popularity of Brawls grew with every
match until the largest tournament in the history of
Brawls was announced: The Super Brawl.
Today, thousands of Brawls are fought over dozens
of leagues across Fabulosa, with the best teams
earning their spot in the annual Super Brawl.
The world watches with eager anticipation as the
greatest wizards and their heroic champions gather,
ready to fight for bragging rights on the grandest
stage of them all!
4


2
== How to Play ==
Draw 1 for each dealt.
"I think ye’ll be finding that belongs to me now!"
Plundarr!
GOL04 ™ & © 2020 Mythic Games
Didier Nguyen
2-3
2
This attack gains if
Deryn is on a trap hex.
Push 1, or Push 2 if
Deryn is on a trap hex.
"You should run now. I'll give you a head start."
Heavy Shot
Johannes Helgeson
DER02 ™ & © 2020 Mythic Games
Lifesteal.
This attack gains
ready standard Core you control.
for each
"I devour. I consume. I shall never be defeated!"
Appetite for Destruction
KIL07 ™ & © 2020 Mythic Games
Didier Nguyen
2
1
Pull 1.
"You believe yourself the strongest? Show me."
Challenge
Johannes Helgeson
™ & © 2020 Mythic Games TZU02
COMPONENTS
1
8
Scourge of the Several Seas
Gold'arr
™ & © 2020 Mythic Games GOL01
Johannes Helgeson
The Jade Claw
Tzu Xiao
9
0
™ & © 2020 Mythic Games TZU01
Johannes Helgeson
The Ravager
7 1
Kilgore
™ & © 2020 Mythic Games KIL01
Johannes Helgeson
7
0
Huntress of the Eastwood
Deryn
Johannes Helgeson
™ & © 2020 Mythic Games DER01
6
0
The Gathering Storm
Gwaien
™ & © 2020 Mythic Games GWA01
Johannes Helgeson
6 2
Warden of the North
Dugrun
Johannes Helgeson
™ & © 2020 Mythic Games DUG01
Adjacent opponents cannot attack unless
Dugrun is a target of the attack.
7
2
Dugrun
Johannes Helgeson
22 Challenge Cards:
Lay of the Land
Have
2 or more
Champions
in trap
hexes.
™ & © 2020 Mythic Games • CHA08
Masters of Manipulation
Control the
Manipulation
area.
™ & © 2020 Mythic Games • CHA03
Harbingers
of Destruction
Control the
Destruction
area.
™ & © 2020 Mythic Games • CHA01
Back Front
84 Cards:
58 double sided cardboard tokens
& 58 double sided plastic tokens
with the following breakdown:
1 Arena Board:
1 rulebook:
72 Action Cards (6 per Champion)
12 Champion Cards
20x Damage
Tokens
13x Victory Point
(VP) Tokens
First Player
Token
12 Trap Tokens
2x Stun 2x Root
2x 1 Damage 4x 2 Damage 2x 3 Damage
4x Manipulation 4x Destruction 4x Creation
12 Cores of Magic
Back Front
Front
(Basic)
Back
(Levelled Up)
5
Ko’lel Deryn Rath
Kilgore Sulka
Korvash
Mariusz Akhet
Ragryl
Master of
Creation
Esmae
Master of
Manipulation
Garnet
Master of
Destruction
Gold’arr
Gwaien Dugrun
Tzu Xiao
1 4-player overlay:
4 Player Dashboards:
9 Gametrayz Inserts:
3 Statue miniatures:
12 Champion miniatures:
12 plastic base rings:
6


GAME SET UP
====Beginning/Setup====
2
Each player starts by choosing three champions for their team. Each champion comes with a set of 6 cards (2 blue, 2 yellow, 2 red), representing ''manipulation'', ''creation'', and ''destruction''. These are shuffled together and form a player's deck.
1
Pull 1.
"You believe yourself the strongest? Show me."
Challenge
Johannes Helgeson
TZU02 ™ & © 2020 Mythic Games
8
9
1
4
6
3
3
7
Masters
Manipulation
Control the
of Manipulation
area.
• CHA03 ™ & © 2020 Mythic Games
Harbingers
Destruction
Control the
of Destruction
area.
• CHA01 ™ & © 2020 Mythic Games
5
8 1
Scourge of the Several Seas
Gold'arr
GOL01 ™ & © 2020 Mythic Games
Johannes Helgeson
7 0
Huntress of the Eastwood
Deryn
Johannes Helgeson
DER01 ™ & © 2020 Mythic Games
6 2
Warden of the North
Dugrun
Johannes Helgeson
2 DUG01 ™ & © 2020 Mythic Games
The Jade Claw
Tzu Xiao
0 9
™ & © 2020 Mythic Games TZU01
Johannes Helgeson
0 6
The Gathering Storm
Gwaien
™ & © 2020 Mythic Games GWA01
Johannes Helgeson
The Ravager
1 7
Kilgore
™ & © 2020 Mythic Games KIL01
Johannes Helgeson
2
2
10
11
2
2
Draw 1 for each dealt.
"I think ye’ll be finding that belongs to me now!"
Plundarr!
GOL04 ™ & © 2020 Mythic Games
Didier Nguyen
1 Randomise which player goes first. That player
chooses a deployment area, and places the First
Player Token next to their Gate.
2 Players decide if they wish to freely choose their
3 favourite Champions to play with, or draft
Champions using the casual draft or competitive
draft rules (see page 7). Players take the base
rings of their color of choice and add them to their
Champions to form a team. They then place their
team on their player Gate, and their Champion
cards and 3 cores of magic, one of each color on
their player board.
3 Each player takes the 3 Action decks for their
Champions and shuffles them together to form
their draw deck.
4 Shuffle the Challenge cards. Draw a Challenge
card and place it in the leftmost 1VP slot on the
Challenge Track, then draw another and place
it in the Cannot Be Scored slot (the one with no
trophy symbol).
5 Place the victory and damage tokens at the side
of the board at the reach of players.
6 Place all the traps face down beside the board.
The first player places traps face down on 2 trap
hexes of their choice, without looking at them.
7 The second player places traps face down on 2
trap hexes of their choice, without looking at
them. There should now be 4 traps and 2 empty
trap hexes on the board.
8 The first player draws a hand of 5 cards from
their draw deck. They may discard any number
of those cards and draw a new card for each card
they discarded. Then all discarded cards are
shuffled back in the draw deck.
9 Then the second player draws a hand of 5 cards
from their draw deck and discards the same way
as the first player. Discarded cards are shuffled
back in the draw deck.
10 The first player places their Champions onto
unoccupied hexes in their deployment area.
11 The second player places their Champions onto
unoccupied hexes in their deployment area.
Deployment Hex
Trap Hex
Player Gate
Manipulation
Esmae’s
Statue
Destruction
Garnet’s
Statue
Creation
Ragryl’s
Statue
Arena Board
Areas
7
WINNING THE GAME
The first Player to reach 5 VP immediately wins
the game.
HOW TO DRAFT
Casual Draft
The Casual draft uses the following process:
1. Form a common pool of unique Champions,
with a minimum of 6.
2. The second player drafts 1 Champion.
3. The first player drafts 1 Champion.
4. The second player drafts a second Champion.
5. The first player drafts a second Champion.
6. The second player drafts a third and final
Champion.
7. The first player drafts a third and final Champion.
8. Each player should now have a team of 3
Champions. Return any remaining Champions
to the game box.
Competitive Draft
The competitive draft uses the following process:
1. Each player brings 5 different Champions that
they choose before the game or tournament.
2. The first player chooses 1 of the second
player’s Champions. This Champion cannot be
drafted this game.
3. The second player chooses 1 of the first
player’s Champions. This Champion cannot be
drafted this game.
4. Starting with the first player, players alternate
turns and choose 1 of their Champions each
time to add to their team, until they have a
team of 3 Champions.
5. Each player now has a team of 3 drafted
Champions, and 2 Champions that will not be
used in this game.
BASIC CONCEPTS
The First Rule
If the effect of a card directly conflicts with one or
more rules in this document, the text on the card
takes precedence.
Enemies and Allies
Miniatures represent great warriors from Fabulosa’s
turbulent history, and are referred to as Champions.
Champions under your opponent’s control are
referred to as Enemies. Your own Champions are
called Allies. Note that when a Champion’s card
effect refers to Allies or an Ally, it does not include
the Champion to whom the card belongs.
Objective of the Game
Victory Points (VPs) represent the favour of the
crowd, that will decide the victor in the Brawl. The
first player to score 5 VPs wins immediately. This is
done by taking Enemy Champions out of action, and
by completing challenges on the Challenge Track.
The Three Cores of Magic
All magic, and indeed all energy in Fabulosa, is
intrinsically tied to one of the three Cores of Magic:
Destruction ( ), Creation ( ), or Manipulation
( ). Whenever a player uses any type of Action,
they exhaust (flip over) their connection to one of
these Cores, and must wait until the end of their turn
until they are ready to be used again.
Towards and Away
When an effect instructs a Champion to move
towards a game element, the moving Champion
must end its move with fewer hexes between it and
the game element it is moving towards than it did
before starting the move, if possible. If this is not
possible, the Champion will not move.
When an effect instructs a Champion to move away
from a game element, the moving Champion must end
its move with more hexes between it and the game
element it is moving away from than they were before
starting the move. If this is not possible, the Champion
will not move.
Strength and Damage
Some cards and effects will deal damage ( ), whilst
others will state the strength ( ) of the attack.
is always reduced by the defence ( ) of the target,
whilst is applied directly to the target, ignoring any
defence.
Resolving a card
When resolving a card, if a card cannot be fully
resolved, forfeit the part that cannot be resolved.
8
Targeting
Unless a card says otherwise, Champions can only
target Enemy Champions. Area of Effect (AoE) attacks that include an Enemy Champion in the AoE
fulfil this condition, even if an Ally is also in the AoE.
Open and Hidden Information
Each player’s hand is hidden information, and should
not be shared with another player unless a game
effect instructs a player to do so. When a card effect
asks a player to show something, all players may
see the revealed information.
Each player’s discard pile is open information.
Players can ask to see their opponent’s discard pile
at any time. Both sides of any Champion cards are
also open information, and a player can ask to see
either side of a Champion card at any time. When a
card effect asks a player to look at something, only
that player may see the revealed information.
Drawing Cards
If a player is instructed to draw cards from an empty
deck, they shuffle their discard pile to form a new
draw deck.
GAME ROUND
PLAYER TURN
Each round consists of three steps: First player’s turn,
Second player’s turn, and Advance Challenge Track.
ON A TURN, PLAYERS CARRY OUT THE FOLLOWING
PHASES IN ORDER:
Scoreboard Phase. The active player checks to see
if they meet the conditions of any active Challenge
cards. If they do, they gain the appropriate number
of VPs, and discard that Challenge. Skip this Phase
on the first round.
Activation Phase. Players exhaust Cores to play Action
cards from their hand and activate their Champions.
Upkeep Phase. The active player readies each of their
Cores, discards their hand and draws a new hand of
5 cards.
1) Scoreboard Phase
During their Scoreboard Phase, the active player
checks if they currently meet the scoring conditions
of any active Challenges. Challenges are the key
to victory. Completing a Challenge earns a player
a number of VP tokens equal to the VPs based on
the Challenge card’s position on the Challenge
Track. Discard any scored Challenges. Because
Challenges are scored at the beginning of a player’s
turn, their opponent will always have a turn to try
and stop them from scoring. Of course, Challenges
cannot be scored during the first round.
2) Activation Phase
The attacker suffers Fear 2.
Many sailors chose to throw themselves overboard
at the sight of The Grave Robber’s sails.
Intimidation
GOL05 ™ & © 2020 Mythic Games
Didier Nguyen
Jump 3.
Push 1.
"The greatest victories require
the greatest risks."
Pounce
TZU07 ™ & © 2020 Mythic Games
Johannes Helgeson
2
One of Kilgore's adjacent
Allies may Jump 3
What he lacked in technique, Kilgore more than
.
made up for with raw, unbridled power.
Throw
™ & © 2020 Mythic Games KIL04
Christophe McLean
2-3
2
This attack gains if
Deryn is on a trap hex.
Push 1, or Push 2 if
Deryn is on a trap hex.
"You should run now. I'll give you a head start."
Heavy Shot
Johannes Helgeson
DER02 ™ & © 2020 Mythic Games
2
Dugrun's Allies gain against
the target until the end of the turn.
"When Than-zud falls, so do his enemies."
Knock Down
Johannes Helgeson
DUG03 ™ & © 2020 Mythic Games
During a turn, players may activate Champions by
playing Action cards that belong to that Champion,
or by using standard Actions. Players may play cards
in any combination, and as many as they like, as long
as they have the matching Core ready in order to play
it. Most Action cards allow Champions to move and
resolve an attack or a skill explained in that card’s
text box. Champions may be activated more than
once per turn as long as the appropriate Core can
be exhausted to pay for it. An Action card must be
completely resolved before the same player may
play another.
Movement
Champions may move up to the
number of hexes indicated by the
value on the Action card. Note
that they do not have to move the full distance,
or indeed move at all. Hexes containing Statues
or Enemies are blocked, and Champions cannot
normally move through or end their movement in
them. Champions may move through, but not end
on, hexes containing Allies. Champions can move
into hexes containing trap tokens, but this will
usually result in the trap being triggered and that
Champion suffering the trap’s effects (see Traps,
page 12). If a Champion has a movement bonus, it
is applied to each Action card and Standard Action
used to activate them, but only if the Action card
has a printed value.
9
When an effect requires a player to Place a Champion, it is removed from its current hex, and placed in
the new location. This is not considered movement.
Attacks
PRE-ATTACK AND POST-ATTACK
Pre-attack ( ) and post-attack ( ) abilities
are effects that take place when an attack
card with either symbol is played. Both abilities
are mandatory. If a card instructs a player to
resolve a or ability, then it must be
fully resolved before moving on to the next
step of the attack.
The key difference between the two is that a
player may play a card with a ability, and
then choose not to attack, whereas a
ability is only ever resolved after an attack
is made. Note that these abilities can be part
of a reaction card.
Note that many keywords have numerical
values, so can be legally resolved by choosing
0, effectively cancelling the effect.
Every Action card with the attack icon
in the upper left corner of the card is an
attack card. To resolve an attack, follow
these steps:
1. Use as much of the card’s movement as you
choose.
2. Resolve any abilities.
3. Choose if you will use the attack. If you choose
not to make the attack, the activation ends
immediately. Otherwise, continue to step 4.
4. Declare target(s).
5. Opponent chooses whether to play Reactions.
6. The target’s defence value is subtracted from
the current strength value of the attack.
7. Resolve attack damage.
8. Resolve abilities from Reactions.
9. Resolve abilities from the attack card.
Declare target(s)
Check the range and targeting icons to determine
which targeting rules apply for the attack. Some
attacks have a minimum range, and any Enemy
closer than that range is not an eligible target.
ACTION CARD ANATOMY
2-3
2
If was dealt, deal 2
to another Champion within
2 hexes of the target.
"Come on now, child, it's like
you're not even trying."
Chain Lightning
GWA04 ™ & © 2020 Mythic Games
Johannes Helgeson
2
One of Kilgore's adjacent
Allies may Jump 3.
What he lacked in technique, Kilgore more than
made up for with raw, unbridled power.
Throw
KIL04 ™ & © 2020 Mythic Games
Christophe McLean
The attacker suffers Fear 2.
Many sailors chose to throw themselves overboard
at the sight of The Grave Robber’s sails.
Intimidation
GOL05 ™ & © 2020 Mythic Games
Didier Nguyen
5
6
3 4
7
1 Champion icon ( )
2 Action type ( )
3 Card name
4 Core of Magic ( )
5 Action movement
6 Action Range (min-max)
7 Action strength
8 Action effect
9 Defence modifier
10 Flavour text
11 Card number
12 Illustrator
1
2
8
10
11
12
Attack card Skill card Reaction card
9
10


The dark grey hex in the targeting box marks the
Next, each player chooses 2 locations to place traps. There are 6 possible places for traps.  
relative position of the attacking Champion to the
targeted hex(es), marked on the card in yellow.
Melee Attack
A melee attack targets a single adjacent
Enemy.
Indirect Shot
An indirect shot targets a single Enemy.
The targeting value shows the maximum range of the Action. When one
figure is specified the targeting value shows the
maximum range of the Action. When two figures are
indicated, the first specifies the minimum and the
second the maximum range of the Action. To define
range, count the smallest possible number of hexes
to the target, including the target’s hex but not the
activating Champion’s hex. Indirect shots can target
Champions through Statues and other Champions.
Direct Shot
A direct shot works like an indirect
shot with some extra restrictions.
Direct shots may only target Enemies
on hexes in the same row of hexes as the attacking
Champion. Additionally, direct shots cannot target
Champions if there are any Statues, or other Champions (Enemy or Ally) in that hex row between the
activating Champion and target.
Area of Effect (AoE)
An AoE attack affects all Champions in the
yellow marked hexes shown in the targeting
icon of the Action card (including Allies).
The player playing the Action chooses the exact
orientation of the AoE.
Reactions are played
After targets are declared, the controller of an Enemy
target Champion may play one Reaction card on any
of their Champions targeted. The Core of the Reaction
card must be exhausted as normal. Only one Reaction
may be played per attack (see Reactions, page 11).
The target’s defence value is subtracted from
the current strength value
All Champions have a defence value. Even if a
Champion’s printed defence value is 0, it can still be
modified by card effects.
During this step, the current defence value of the
defender is subtracted from the current strength
value of the attack. Remember to include any
modifiers to strength and defence values in this
step. Defence values are always applied to every
attack made against the Champion, unless reduced
or bypassed by a card effect. The end sum of this is
the attack damage.
Resolve attack damage
The attack damage is dealt to all targets of the attack.
Place on the Champion card damage tokens equal
to the damage the Champion is dealt. Keywords that
affect damage such as Poison, Double, and Lifesteal
are resolved in this step (see page 15).
Skills
Most Champions have one or more skill
cards, denoted by the skill icon in the upper
left corner of the card. Some skills affect
specific targets, and have targeting icons like
attacks. When a player activates a Champion using a
skill card, they resolve these steps in order:
1. Use as much of the card’s movement as you
choose.
2. Choose if you will use the skill. If you choose
not to, the activation ends immediately.
3. Declare target(s), if necessary.
4. Resolve the text box of the skill card.
NOTE THAT:
Defence values do not help against effects
that deal .
1
2-3
Deal 2 to each Champion
adjacent to the target.
"I am your superior in every way. Like all
who came before, you shall kneel."
Fireball
GWA02 ™ & © 2020 Mythic Games
Johannes Helgeson
2
1
Pull 1.
"You believe yourself the strongest? Show me."
Challenge
Johannes Helgeson
TZU02 ™ & © 2020 Mythic Games
For example, with her
Fireball, Gwaien targets
1 Enemy Champion in a
range of min 2 and max
3 hexes from her.
For example, with his
Challenge Attack, Tzu Xiao
targets 1 Enemy Champion
that is up to 2 hexes away
from him in the same
row of hexes.
11
Standard Actions
In addition to using their hand of Action cards,
players may also activate Champions using the
Standard Actions shown on the player dashboard.
These Actions are intentionally weaker than Action
cards, but they offer some options when a player
does not draw the Cores and/or cards of Champions
they need.
Each Standard Action may only be used once per
Activation Phase.
1. Spend the Manipulation ( ) Core to Move 1 and
Plan 1 (see Plan, page 16).
2. Spend the Creation ( ) Core to Move 1 and
Heal 1 (see Heal, page 15).
3. Spend the Destruction ( ) Core to Move 1 and
Deal 1 damage to an adjacent Enemy. This
damage ignores defence.
4. Spend 1 Core, Manipulation or Creation
or Destruction , to Move 2.
Reactions
During an opponent’s turn, players can
react to their opponent’s attacks by playing
Reaction cards. Reactions may only be
played during the opponent’s turn and
only when at least one of that player’s Champions is
targeted by an opponent’s attack action.
NOTE THAT:
Reaction cards are played by players, not
Champions. Reactions can target any of a
player’s Champions,not just the Champion
whose card is being played.
Reactions can never be used to react to a skill action.
A player cannot play more than one Reaction card
per attack action, even if more than one Champion
is targeted by the attack. When playing a Reaction
during an AoE attack, a player must choose which
of their Champions will be targeted by the Reaction.
When Reaction cards cause effects like Push, Pull,
or , the target of the Reaction card is the Champion
causing that effect. The target of the effect itself is
noted on the Reaction card. Some Reactions may
cause an Enemy to be taken out of action. When this
happens, the Champion who played the Reaction card
will Level Up if possible, and the player will gain 1 VP.
1
2
3
4
2
Deal to each target until
they are Bloodied.
By the time Tzu Xiao's opponents saw
him, it was already too late.
Flash of Jade
TZU05 ™ & © 2020 Mythic Games
Johannes Helgeson
For example, the player
controlling Tzu Xiao
decides to move him 2
hexes. They then choose
to activate his skill. They
declare 3 targets in melee
range, at an orientation
of their choice. They
resolve the skill box
and apply the effect on
the declared targets.
CHAMPION CARD ANATOMY
The Jade Claw
Tzu Xiao
0 9
™ & © 2020 Mythic Games TZU01
Johannes Helgeson
Front
Basic side
Adjacent Enemies suffer .
0 9
Tzu Xiao
Johannes Helgeson
Back
Levelled Up side
1 Defence Value
2 Total Hitpoints
3 Champion Icon
4 Champion Name
& description
5 Card Number
6 Card Illustrator
7 Champion Ability
(only in basic side)
8 Alternate art for the
Levelled Up version
1
4
5
6
7
3
2
8
12
3) Upkeep Phase
During their Upkeep Phase, players ready their
Cores so that they are available during their
opponent’s turn. This means that a player will always
have all their Cores available to play Reactions
against their opponent’s Actions. It is important to
note that any exhausted Cores will not be available
on the player’s next turn, so they won’t be able to
play cards of that colour.
They then discard any cards that remain in their
hand, and draw a new hand of 5 cards.
ADVANCE CHALLENGE TRACK
At the end of each game round (after all players have
taken a turn), all Challenge cards move one space to
the right, and a new Challenge card is drawn. This is
placed in the Cannot Be Scored space. Challenges
moving right from the rightmost space are discarded
(move them to the Challenge discard pile). If at any
point your Challenge card deck empties, shuffle the
discard pile to form a new Challenge deck.
OUT OF ACTION
A Champion is taken out of action as soon as they
suffer an amount of damage equal to or greater than
their hitpoint value (as printed on their Champion
card). If during their activation a Champion takes
an Enemy out of action, the attacking Champion’s
player gains 1 VP, and the attacking Champion
Levels Up. The out of action Champion is teleported
by the wizards out of harm’s way and is healed. All
damage is removed from the Champion, and if they
had Levelled Up, flip their Champion card back over
to the basic side. The out of action Champion is then
placed on their team’s Gate until they are activated
again.
Whilst Champions are on the Gate, they cannot be
affected by card effects, can never be targeted by
Actions or attacks, and cannot target Champions on
the hex grid.
To activate an out of action Champion, the player
must use an Action with to move that Champion
back into the arena. The first hex of movement must
be spent moving the Champion onto one of their
team’s deployment area hexes.
Out of action Champions may not be activated using
Action cards without . Once in the arena, they
may use any remaining movement to move further,
and complete the Action.
If during their activation a Champion takes themselves
or an Ally out of action, their opponent gains 1 VP.
If a card takes a Champion from each team out of
action simultaneously, both players gain 1VP and
Level Up the appropriate Champions. If this would
end the game in a draw (due to both players now
being tied with 5 or more VPs), the player who didn’t
play the card wins.
LEVELLING UP
When an Enemy is taken out of action, the Champion
currently being activated will Level Up after the
Action is fully resolved. Flip that Champion card, and
move any damage tokens to the Levelled Up side.
The Champion uses the stats and effects of the
Levelled Up side until they are taken out of action.
If the Champion was already Levelled Up before the
knock out, then nothing happens. Please note that
Level Up effects are always active.
TRAPS
Some hexes contain trap tokens. Traps
are always placed face down. A trap will
trigger as soon as a Champion enters the
hex in which it is placed. It doesn’t matter
if the Champion deliberately moved
there or was pushed, pulled, or otherwise displaced
onto that hex. The player controlling the Champion
that activated the trap flips the trap token and applies
the effect to the Champion. The Champion may then
complete any remaining movement they have
available, unless prevented from doing so by the trap
effect.
There should always be 4 trap tokens on the map.
As soon as a trap is triggered and its effects applied,
the player whose Champion triggered the trap takes
a new trap token from the supply. Without looking at
it, the player places it face down on a different empty
trap hex, then shuffles the old trap back into the trap
supply. If all trap hexes are blocked by Champions
and/or traps, the trap token may be placed anywhere
The Jade Claw
Tzu Xiao
9
0
™ & © 2020 Mythic Games TZU01
Johannes Helgeson
Adjacent Enemies suffer .
9
0
Tzu Xiao
Johannes Helgeson
Basic side Levelled Up side
13
adjacent to a trap hex that is not blocked by a
Champion or Statue. In addition to the trap hexes on
the board, any hex that currently contains a trap is
considered a trap hex.
If the trap was triggered because of a card effect
(for example when a Champion uses an attack
that pushes the defender into a trap), the damage
is considered to be caused by the source of that
effect. This may result in Levelling Up Champions as
normal.
Trap Effects
The Champion suffers the amount of damage
indicated on the trap token. Remember, this
damage ignores the defence value.
The Champion
suffers Root.
The Champion
suffers Stun.
DISPLACEMENT AND ROOT
Fear, Force, Pull, and Push are all considered
displacement effects. Effects that negate displacement effects will negate any damage
those effects would cause.
It is important to note that while Root means
a Champion cannot be moved, it does not
negate movement. As the target cannot
move, any Push or Pull distance will cause
as normal. Fear and Force cannot move a
Champion suffering root, but do not cause
, as neither keyword usually causes damage
for failing to complete the movement.
HEXES & HEX ROWS
The arena board is made up of a series of hexes.
A continuous line of hexes is called a hex row.
This is a hex row.
This is not a hex row.
Example:
Gold’arr makes a Dash 2. He can move along any of
the hex rows shown, but cannot move out of the hex
row due as the Dash keyword states he must remain
in the same hex row (see Dash, page 15).
14


4-PLAYER VARIANT:
Each player draws 5 cards, discards any they wish, then draws replacement cards for each.
SUPER TEAM TORNADO
Requires at least 8 Champions to play
RULES OVERVIEW
Super Team Tornado is a variant that allows 4
players to take part in one game. In this variant,
players form two teams, with each player controlling
2 Champions. Super Team Tornado plays just like
the base game, with the following rule changes; all
other rules remain the same.
1) Team Gameplay
During their turn, a player can activate their Champions and exhaust Cores as normal. Any Actions they
play affect their Champions or Allies, which include
Champions controlled by their teammate. During
an opponent’s turn, a player can play Reactions
as normal. As Reactions can be played on any of
that player’s Champions, in a Super Team Tornado
game, a player’s Reactions may be played on their
teammate’s Champions, too.
2) Hand Size
Each player has a starting hand of 4 cards, and
draws a hand of 4 cards during the Upkeep Phase.
3) Winning the Game
The first team to reach a combined total of 7 VPs
wins. A team wins or loses together.
4) Challenge Track
In games of Super Team Tornado, the Challenge
Track is adjusted by the Challenge Track overlay.
When the Challenge Track advances, each Challenge
card moves two spaces to the right instead of one,
and two new Challenge cards are drawn. When
checking scoring conditions during the Scoreboard
Phase, players count their teammate’s Champions as
their own.
GAME SET UP
1 Randomise which team will play first.
2 That team chooses one of their players to be
the first player and places the First Player
token in their play area. Their teammate will be
the third player.
3 The other team then chooses one of their players
to be the second player. Their teammate will be
the fourth player.
4 Players draft Champions using the agreed upon
process (see below). Place the base rings of
the colour of your choice to the Champions of
your team. After Champions are chosen, place
each Champion on their player Gate, and their
Champion cards on their respective player
boards.
5 Each player takes 2 Action decks for their Champions and shuffles them together to form their
draw deck.
6 Place the overlay onto the leftmost slot of the
Challenge Track, so it lines up with the background. The overlay will cover the Challenge
deck and offer a second empty slot. Shuffle the
Challenges deck. Draw a Challenge card and
place it in the leftmost 1 VP slot on the Challenge
Track. Then draw another Challenge card and
place it in the rightmost Cannot be Scored slot.
Finally, draw a third Challenge card and place it
in the leftmost Cannot be Scored slot.
a Place Challenge card 1
b Place Challenge Card 2
c Place Challenge card 3
a
c b
4 - player overlay
7 In player order, each player places one random
face down trap onto a free trap hex of their choice.
8 In player order, each player draws a hand of 4
cards. They may discard any number of those
cards and draw a new card for each card they
discarded. Then return the discarded cards back
to the Action deck and shuffle it.
9 In player order, each player places their Champions on unoccupied hexes in their team’s
deployment area.
HOW TO DRAFT
Like the base game, players will collectively decide
whether they wish to freely choose their favourite
Champions to play with, or draft Champions using the
casual draft or competitive draft rules (see below).
15
Casual Draft
1. Form a common pool of unique Champions
(or form a common pool of Champions which
includes duplicates. If you choose to do this,
duplicate Champions may not be drafted by the
same team).
2. The second player drafts 1 Champion.
3. The first player drafts 1 Champion.
4. The fourth player drafts 1 Champion.
5. The third player drafts 1 Champion.
6. The second player drafts a second Champion.
7. The first player drafts a second Champion.
8. The fourth player drafts a second Champion.
9. The third player drafts a second Champion.
10.Each player should now have 2 Champions for
this game. Return any remaining Champions to
the game box.
Competitive Draft
1. Each player chooses 3 unique Champions
before the game or tournament. None of these
Champions may be the same as any of their
teammate’s Champions.
2. The first player chooses 1 of the second player’s
Champions. That Champion is not used in this
game.
3. The second player chooses 1 of the first player’s
Champions. That Champion is not used in this
game.
4. The third player chooses 1 of the fourth player’s
Champions. That Champion is not used in this
game.
5. The fourth player chooses 1 of the third player’s
Champions. That Champion is not used in this
game.
6. Each player should now have 2 Champions that
will be used in this game and 1 Champion that
will not be used.
GAME ROUND
1 First player’s turn.
2 Second player’s turn.
3 Third player’s turn.
4 Fourth player’s turn.
5 Advance Challenge Track.
KEYWORDS
BLOODIED: A Champion is considered Bloodied when
they have half of their hitpoints or fewer remaining
(rounding down). For example, a 7 hitpoint Champion
would be Bloodied when reduced to 1, 2, or 3 hitpoints.
CONTROL: A player is considered to control an area
when they have more Champions in that area than
their opponent.
DASH X: A Dash is a straight-line movement where
the dashing Champion must stay in the same hex
row of the hex grid.
DOUBLE: After completing the resolve attack damage
step of this attack, resolve this step a second time.
DRAW X: Draw X cards. A player may choose to draw
any number of cards fewer than X, including 0, but must
declare how many they will draw before they draw any.
FEAR X: If an Action or Reaction applies Fear, the
Champion who suffered the Fear effect must Dash X
in a direction of their choice, as long as it is away from
the source of the Fear. If multiple choices are available,
the Champion must choose the one that takes them
the furthest away from the source of the Fear, moving
the maximum Dash value they possibly can.
FORCE X: The player who played the card with the
Force effect may move the target up to X hexes in
any direction.
HEAL X: Whenever a Champion is healed, remove up
to X damage from that Champion. Unless the effect
says otherwise, the Champion being healed is the
activating Champion.
JUMP X: Jump is a type of movement that allows
the Champion to move up to X hexes, and move
through hexes containing Enemy Champions,
Statues, and traps without activating them. If the
Champion ends the movement on a trap token, the
trap is activated.
LIFESTEAL: During the resolve attack damage step
of this attack, the attacking Champion is healed for
an amount equal to the attack damage.
POISON X: During the resolve attack damage step of
this attack, if damage was dealt, deal X to the target.
PLACE: When a Champion or game element would
be placed, it is removed from its original location,
and put in a new location, as described by the effect
causing the Place.
16


PLAN X: The controlling player may put up to X cards
Each player places their three Champions on a hex in their deployment area.  
from their hand onto the top of their deck.
 
PULL X: Target Champions are pulled X hexes in a
====Rounds and Turns====
straight line directly towards the Champion causing
Each round consists of the first player's turn, then the second player's turn. Afterwards, the challenge track advances and another round begins.  
the Pull. They must stay in the same row of hexes.
 
The activating Champion must Pull the target the
'''<u>Player Turn</u>'''
full distance. The target will stop before entering a
 
hex with a Champion (Ally or Enemy), a Statue, or the
<ol class="bulletlist" style="margin:1em 0;padding-inline-start:40px;">
edge of the arena, and will activate traps if they are
  <li>'''Scoreboard Phase:''' If the player has fulfilled any of the conditions for the challenges, the player earns the appropriate number of VPs.</li>
pulled over or onto them. If a Champion cannot be
  <li>'''Activation Phase:''' The active player play cards. Each card's color represents one of your 3 magic cores (red, yellow, and blue). When you use a card, the corresponding magic core is exhausted. No other cards of that color can be played that round. If you have magic cores but no cards of that color, you can execute standard actions. These actions are weaker, but don't need cards.</li>
pulled the full distance for any reason, they suffer
  <li>'''Upkeep Phase:''' Cores are restored, the hand is discarded, and a new hand of 5 cards is drawn.</li>
equal to the remaining distance. If the target is not in
</ol>
the same hex row as the attacking Champion when
 
the Pull is resolved, the Pull is ignored.
==Cards==
PUSH X: Target Champions are pushed X hexes in a
 
straight line directly away from the Champion causing
[[File:SuperFantasyBrawl_cardAnatomy.jpg]]
the Push. They must stay in the same row of hexes.
 
The activating Champion must Push the target the
<ol class="bulletlist" style="margin:1em 0;padding-inline-start:40px;">
full distance. The target will stop before entering a
  <li>'''Champion Icon:''' Identifies the Champion the card will control
hex with a Champion (Ally or Enemy), a Statue, or the
  <li>'''Action Type:''' Attack, Skill, or Reaction
edge of the arena, and will activate traps if they are
  <li>'''Card Name:''' Title of the card
pushed over or onto them. If a Champion cannot be
  <li> '''Core of Magic:''' Magic core that will be used when played (also depicted in the card's color). If the core is already exhausted, the card will be unplayable.</li>
pushed the full distance for any reason, they suffer
  <li> '''Action Movement:''' Indicates how many hexes the Champion can move before executing the action.</li>
equal to the remaining distance. If the target is
  <li> '''Action Range:''' Range of the card's effect: melee (must be adjacent), indirect (a thrown object within the indicated number of hexes, ignores obstacles like statues or other Champions), direct (a straight shot within the indicated number of hex spaces), or area of effect (AoE).</li>
not in the same hex row as the attacking Champion
  <li>'''Card Number:''' Identifies card</li>
when the Push is resolved, the Push is ignored.
  <li>'''Illustrator:''' Artist of the card</li>
ROOT: A rooted Champion instantly loses any
  <li>'''Action Strength:''' Number of HP damage to the opponent</li>
remaining movement points of the current Action, and
  <li>'''Action Effect:''' Most cards have text indicating other effects that can or will happen when the card is played. Some can happen before damage is dealt (pre-attack: a left-facing arrow) or after (post-attack: a right-facing arrow) </li>
may not move, Dash, Swoop, or Jump again during
  <li>'''Flavor Text:''' Describes character, action, or backstory</li>
this turn. The Champion may attack and use skills
  <li>'''Defense Modifier:''' Reaction cards show a shield with a number, indicating how much damage is reduced. These cards must be played on the other player's turn. If they are played, they will exhaust their magic core, making that color unable to be used during the reacting player's turn.</li>
normally. A Champion suffering Root cannot be
</ol>
moved for the duration of the turn, but can be placed.
 
STUN: When a Champion suffers Stun, its controller
===Attack Card Resolution===
must discard a card belonging to that Champion
 
from their hand, or else reveal a hand showing no
<ol class="bulletlist" style="margin:1em 0;padding-inline-start:40px;">
cards belonging to that Champion.
  <li>Use as much of the card’s movement (green boot) as you choose</li>
SWOOP X: A Swoop is a straight-line movement of
  <li>Resolve any pre-attack abilities</li>
X hexes where the swooping Champion must stay
  <li>Choose target(s)</li>
in the same hex row. A swooping Champion may
  <li>Opponent chooses whether to play Reactions</li>
move through Enemies, Statues, and traps without
  <li>The target's defense value is subtracted from the current strength value of the attack</li>
activating them. Traps do still activate if the Champion
  <li>Resolve attack damage</li>
ends the Swoop on a trap token.
  <li>Resolve post-attack abilities from Reactions</li>
Action card anatomy (9)
  <li>Resolve post-attack abilities from the Attack card</li>
Action cards (8, 9, 11, 12)
</ol>
Activation of champions (8)
 
Activation phase (8, 9, 10, 11)
Check the range and targeting icons to determine which rules apply for the attack. Some attacks have a minimum range, and any enemy closer than that is not an eligible target.
Allies (7, 8, 10, 14)
 
Area of Effect (8, 10)
==Traps==
Attacks (8, 9, 10, 11)
 
Away (7, 10)
Some hexes have trap tokens. A trap triggers when a Champion enters the hex in which it is placed, whether it moved there by choice or was moved by another Champion. The trap token is flipped and an effect is applied (loss of hit points, loss of remaining movement, or discard a card of that Champion). The Champion may then complete the remaining movement (if available). When a trap is triggered, the player whose Champion triggered the trap places a new trap on a different empty trap hex.  
Basic Concepts (7)
 
Bloodied (15)
== How to Score Victory Points==
Casual (6, 7, 15)
 
Casual Draft (7, 15)
If both players reach 5 VPs simultaneously (resulting in a draw), the non-active player wins.
Challenges (7, 8, 12, 14)
 
Challenge Track (6, 7, 8, 12, 14, 15)
==== Challenge Track====
Champion Card Anatomy (11)
 
Champions (6)
At the end of each round (after all players have taken a turn), a new Challenge card is drawn and all Challenge cards move one space to the right. Challenges that move off the rightmost space are discarded. The value of the Challenge (in VPs) depends on where on the track the Challenge is when it is completed (during the Scoreboard Phase).
Competitive Draft (7, 14, 15)
 
Components (4)
====Defeating an Enemy ====
Control (15)
 
Cores (4, 6, 7)
On each Champion's character card is a number representing their hit points. When a Champion takes an amount of damage equal or greater than their hit points, they are taken "out of action". That means the Champion is moved outside the arena, near the deployment area. The Champion's hit points are restored and it can be moved on the player's next turn. Champions outside the arena cannot be targeted or damaged by card effects. But they also cannot be used until the player uses an action to move the character back into the arena.
Damage (4, 6, 7)
 
Dash (15)
The player with the Champion who defeated the enemy gets 1 VP. The Champion also "levels up". This means the character card is flipped over and the character gains a new ability. A Champion can only "level up" once. Hit points are not restored when a Champion "levels up".
Defence (7, 8, 9, 10)
 
Direct shot (10)
==Keywords==
Double (10, 15)
 
Draw (6)
====Movement====
Drawing Cards (8)
 
Enemies (7)
'''<u>Moving an Ally</u>'''
Fear (13, 15)
<ul class="bulletlist" style="margin:1em 0;padding-inline-start:40px;">
Force (13, 15)
  <li>'''Dash X:''' The dashing Champion may move in a straight line (in the same hex row) up to the number indicated. This takes place after any regular movement.</li>
Game Round (8, 15)
  <li>'''Jump X:''' A Champion may move up to X hexes. Enemy Champions, statues, and traps are ignored and not activated (unless the Champion ends their movement on one).</li>
Game Set up (6, 14)
  <li>'''Place:''' Remove a Champion from its current location and place it in the new location as described by the effect.</li>
Heal (11, 12, 15)
  <li>'''Swoop X:''' Champion moves in a straight line within the same hex row up to X hexes. Enemy Champions, statues, and Traps are ignored and not activated (unless the Champion ends their movement on one).</li>
Hitpoints (11, 12)
</ul>
Hexes (6, 7, 13)
 
Hex rows (13)
'''<u>Moving an Enemy</u>'''
Indirect Shot (10)
<ul class="bulletlist" style="margin:1em 0;padding-inline-start:40px;">
Jump (15)
  <li>'''Fear X:''' A Champion with ''fear'' must Dash X in a chosen direction away from the source of the fear. </li>
Keywords (15)
  <li>'''Force X:''' Player may move the target up to X hexes in any direction.</li>
Levelling Up (12, 13)
  <li>'''Pull X:''' Target is pulled towards the active Champion in a straight line, within the same row of hexes, for X hexes. A Champion cannot be pulled through a statue or another Champion. If the target is pulled onto a trap hex, the trap is triggered. If a Champion cannot be pulled the full distance, they suffer damage equal to the remaining distance. </li>
Lifesteal (10, 15)
  <li>'''Push X:''' Target is pushed away from the active Champion in a straight line, within the same row of hexes, for X hexes. A Champion cannot be pushed through a statue or another Champion. If the target is pushed onto a trap hex, the trap is triggered. If a Champion cannot be pushed the full distance, they suffer damage equal to the remaining distance. </li>
Melee attack (10)
  <li>'''Root:''' Champion instantly loses any remaining movement and cannot make any further movement action (e.g., dashing, swooping, jumping, etc.). The Champion may attack and use skills normally. This Champion can still be "placed".</li>
Out of action (7, 11, 12)
</ul>
Place (6, 9, 10)
 
Plan (16)
====Attack====
Poison (10, 15)
 
Post-attack (9)
<ul class="bulletlist" style="margin:1em 0;padding-inline-start:40px;">
Pre-attack (9)
  <li>'''Bloodied:''' A Champion is ''bloodied'' if he/she has taken 3 or more damage. (Note: the Instruction Booklet says when a Champion has half or fewer HP remaining, but this is not BGA's policy.)</li>
Pull (11, 12, 13, 16)
  <li>'''Double:''' Resolve the attack damage step a second time.</li>
Push (11, 12, 13, 16)
  <li>'''Lifesteal:''' Attacking Champion is healed equal to attack damage.</li>
Reactions (9, 10, 11, 14)
  <li>'''Poison X:''' If damage was dealt to a target during an attack, deal X additional damage to the target.</li>
Root (13, 16)
  <li>'''Stun:''' Player must discard a card of that Champion from their hand or reveal a hand showing no cards of that Champion.</li>
Scoreboard Phase (8, 14)
</ul>
Skills (10, 16)
 
Standard Actions (8, 11)
====Other====
Stun (13, 16)
 
Super Team Tornado (14, 15)
<ul class="bulletlist" style="margin:1em 0;padding-inline-start:40px;">
Targeting (8, 9, 10)
  <li>'''Control:''' A player ''controls'' an area when they have more Champions in that area than their opponent.
Traps (6, 8, 12, 15)
  <li>'''Plan X:''' Player may put up to X cards from their hand on top of their deck.
Upkeep Phase (8, 12, 14)
</ul>
Victory Points (4, 7)
INDEX

Latest revision as of 15:23, 19 November 2025

Background

Objective

Be the first player to gain 5 Victory Points. Victory Points are gained by accomplishing challenges or by defeating your enemy Champions.

How to Play

Beginning/Setup

Each player starts by choosing three champions for their team. Each champion comes with a set of 6 cards (2 blue, 2 yellow, 2 red), representing manipulation, creation, and destruction. These are shuffled together and form a player's deck.

Next, each player chooses 2 locations to place traps. There are 6 possible places for traps.

Each player draws 5 cards, discards any they wish, then draws replacement cards for each.

Each player places their three Champions on a hex in their deployment area.

Rounds and Turns

Each round consists of the first player's turn, then the second player's turn. Afterwards, the challenge track advances and another round begins.

Player Turn

  1. Scoreboard Phase: If the player has fulfilled any of the conditions for the challenges, the player earns the appropriate number of VPs.
  2. Activation Phase: The active player play cards. Each card's color represents one of your 3 magic cores (red, yellow, and blue). When you use a card, the corresponding magic core is exhausted. No other cards of that color can be played that round. If you have magic cores but no cards of that color, you can execute standard actions. These actions are weaker, but don't need cards.
  3. Upkeep Phase: Cores are restored, the hand is discarded, and a new hand of 5 cards is drawn.

Cards

SuperFantasyBrawl cardAnatomy.jpg

  1. Champion Icon: Identifies the Champion the card will control
  2. Action Type: Attack, Skill, or Reaction
  3. Card Name: Title of the card
  4. Core of Magic: Magic core that will be used when played (also depicted in the card's color). If the core is already exhausted, the card will be unplayable.
  5. Action Movement: Indicates how many hexes the Champion can move before executing the action.
  6. Action Range: Range of the card's effect: melee (must be adjacent), indirect (a thrown object within the indicated number of hexes, ignores obstacles like statues or other Champions), direct (a straight shot within the indicated number of hex spaces), or area of effect (AoE).
  7. Card Number: Identifies card
  8. Illustrator: Artist of the card
  9. Action Strength: Number of HP damage to the opponent
  10. Action Effect: Most cards have text indicating other effects that can or will happen when the card is played. Some can happen before damage is dealt (pre-attack: a left-facing arrow) or after (post-attack: a right-facing arrow)
  11. Flavor Text: Describes character, action, or backstory
  12. Defense Modifier: Reaction cards show a shield with a number, indicating how much damage is reduced. These cards must be played on the other player's turn. If they are played, they will exhaust their magic core, making that color unable to be used during the reacting player's turn.

Attack Card Resolution

  1. Use as much of the card’s movement (green boot) as you choose
  2. Resolve any pre-attack abilities
  3. Choose target(s)
  4. Opponent chooses whether to play Reactions
  5. The target's defense value is subtracted from the current strength value of the attack
  6. Resolve attack damage
  7. Resolve post-attack abilities from Reactions
  8. Resolve post-attack abilities from the Attack card

Check the range and targeting icons to determine which rules apply for the attack. Some attacks have a minimum range, and any enemy closer than that is not an eligible target.

Traps

Some hexes have trap tokens. A trap triggers when a Champion enters the hex in which it is placed, whether it moved there by choice or was moved by another Champion. The trap token is flipped and an effect is applied (loss of hit points, loss of remaining movement, or discard a card of that Champion). The Champion may then complete the remaining movement (if available). When a trap is triggered, the player whose Champion triggered the trap places a new trap on a different empty trap hex.

How to Score Victory Points

If both players reach 5 VPs simultaneously (resulting in a draw), the non-active player wins.

Challenge Track

At the end of each round (after all players have taken a turn), a new Challenge card is drawn and all Challenge cards move one space to the right. Challenges that move off the rightmost space are discarded. The value of the Challenge (in VPs) depends on where on the track the Challenge is when it is completed (during the Scoreboard Phase).

Defeating an Enemy

On each Champion's character card is a number representing their hit points. When a Champion takes an amount of damage equal or greater than their hit points, they are taken "out of action". That means the Champion is moved outside the arena, near the deployment area. The Champion's hit points are restored and it can be moved on the player's next turn. Champions outside the arena cannot be targeted or damaged by card effects. But they also cannot be used until the player uses an action to move the character back into the arena.

The player with the Champion who defeated the enemy gets 1 VP. The Champion also "levels up". This means the character card is flipped over and the character gains a new ability. A Champion can only "level up" once. Hit points are not restored when a Champion "levels up".

Keywords

Movement

Moving an Ally

  • Dash X: The dashing Champion may move in a straight line (in the same hex row) up to the number indicated. This takes place after any regular movement.
  • Jump X: A Champion may move up to X hexes. Enemy Champions, statues, and traps are ignored and not activated (unless the Champion ends their movement on one).
  • Place: Remove a Champion from its current location and place it in the new location as described by the effect.
  • Swoop X: Champion moves in a straight line within the same hex row up to X hexes. Enemy Champions, statues, and Traps are ignored and not activated (unless the Champion ends their movement on one).

Moving an Enemy

  • Fear X: A Champion with fear must Dash X in a chosen direction away from the source of the fear.
  • Force X: Player may move the target up to X hexes in any direction.
  • Pull X: Target is pulled towards the active Champion in a straight line, within the same row of hexes, for X hexes. A Champion cannot be pulled through a statue or another Champion. If the target is pulled onto a trap hex, the trap is triggered. If a Champion cannot be pulled the full distance, they suffer damage equal to the remaining distance.
  • Push X: Target is pushed away from the active Champion in a straight line, within the same row of hexes, for X hexes. A Champion cannot be pushed through a statue or another Champion. If the target is pushed onto a trap hex, the trap is triggered. If a Champion cannot be pushed the full distance, they suffer damage equal to the remaining distance.
  • Root: Champion instantly loses any remaining movement and cannot make any further movement action (e.g., dashing, swooping, jumping, etc.). The Champion may attack and use skills normally. This Champion can still be "placed".

Attack

  • Bloodied: A Champion is bloodied if he/she has taken 3 or more damage. (Note: the Instruction Booklet says when a Champion has half or fewer HP remaining, but this is not BGA's policy.)
  • Double: Resolve the attack damage step a second time.
  • Lifesteal: Attacking Champion is healed equal to attack damage.
  • Poison X: If damage was dealt to a target during an attack, deal X additional damage to the target.
  • Stun: Player must discard a card of that Champion from their hand or reveal a hand showing no cards of that Champion.

Other

  • Control: A player controls an area when they have more Champions in that area than their opponent.
  • Plan X: Player may put up to X cards from their hand on top of their deck.